#version 330 core
layout (location = 0) in vec2 a_Position;
// layout (location = 1) in vec2 a_Color;
layout (location = 2) in vec2 a_TexCoord;

uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;

uniform float z_Value;

out vec2 texCoord;

void main() {
    gl_Position = projection * view * model * vec4(a_Position, z_Value, 1.0);
    texCoord = a_TexCoord;
}

